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  1. #11
    Player

    Join Date
    Mar 2011
    Posts
    53
    I like the way the game is going with the addition of beast camps to SP off of instead of leve after leve after leve. The problem is, how do you expect us to level off of these camps of a hundred mobs or so when we can't pull mobs out of the camp. Currently you have to fight the mob where it stands, which is in the middle of a hundred of his friends ready to rip your face off. We need to be able to pull/fish mobs from there spawn points. I have all but given up leveling my battle classes since the 1.18 patch because leves have been gimped and pulling is impossible. The only way I have found to get decent SP is running all over the map in a very untactical way and killing mobs randomly. It is very hard to get our positioning down if we all have to move every fight instead of camping and pulling like we did in FFXI. Not to mention the mob doesn't just return, it goes half way back turns around does a shuffle moves like its going to attack then continues returning to its spawn point, turns around... so on and so on. SE is so wrapped up in preventing exploits and RMT action that the game is not fun anymore. Its really sad ; ;
    (3)

  2. #12
    Player
    Javiano's Avatar
    Join Date
    May 2011
    Posts
    17
    Character
    Javiano Rossi
    World
    Hyperion
    Main Class
    Botanist Lv 50
    #11 I totally agree, I was just doing a leve today and I pulled 2 mobs that were in a party together. I had to pull it with my spear because if I would have ran up to them , I would have aggroed some other mobs that were close by, I pull them , they aggro run towards me i take a few steps back , and all of a sudden they start running back, like they are retard strong!... please fix this its annoying as fluck
    (0)

  3. #13
    Player
    Frein's Avatar
    Join Date
    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Mykro360 View Post
    I like the way the game is going with the addition of beast camps to SP off of instead of leve after leve after leve. The problem is, how do you expect us to level off of these camps of a hundred mobs or so when we can't pull mobs out of the camp. Currently you have to fight the mob where it stands, which is in the middle of a hundred of his friends ready to rip your face off. We need to be able to pull/fish mobs from there spawn points. I have all but given up leveling my battle classes since the 1.18 patch because leves have been gimped and pulling is impossible. The only way I have found to get decent SP is running all over the map in a very untactical way and killing mobs randomly. It is very hard to get our positioning down if we all have to move every fight instead of camping and pulling like we did in FFXI. Not to mention the mob doesn't just return, it goes half way back turns around does a shuffle moves like its going to attack then continues returning to its spawn point, turns around... so on and so on. SE is so wrapped up in preventing exploits and RMT action that the game is not fun anymore. Its really sad ; ;
    I'm going to agree with this, as well. Id really like to set camp rather than run around looking for mobs. There are several factors preventing this at the moment, though:
    1) The leashing, obviously.
    2) Omnipresent mob ranged attacks make pulling theoretically hazardous to non-tanks. (this is being changed)
    3) Even mobs 10 ranks above you lack the HP to sustain attacks from a full party for more than a few seconds, which means you'd spend much more time pulling than fighting even if it was otherwise feasible. Even higher level mobs don't yield any more SP and the dLevel starts to heavily penalize you in all damage calculations due to how much weight it carries in all damage formulas.
    4) As a consequence of #3, respawn rates cannot keep up with the slaughter.
    (2)
    Last edited by Frein; 08-04-2011 at 11:18 PM.

  4. #14
    Player
    glassalice's Avatar
    Join Date
    Jul 2011
    Location
    Gridania (Black Shroud)
    Posts
    34
    Character
    Alice Siuloir
    World
    Excalibur
    Main Class
    Marauder Lv 50
    I can see how a larger territory might be useful, but personally I wouldn't want it much bigger; at least not without some other way to lose aggro'ed monsters on my trail. For instance, if I'm doing a difficult leve and I accidentally aggro a surrounding monster without meaning (darn Billy Goats for instance :[) I would like the chance to run away before they kill me! If I could hide behind a rock until they lost interest, okay, but even now I need to run a long way away - not to mention I already have to be careful not to run in the wrong direction because I can accidently run outside the leve area and lose it (have done this - it is frustrating...).

    However, when I Gather, I'd like to be able to pull aggressive mobs away from my leve spots please - without them sauntering back and whacking at me while I'm logging. So in that case, slightly larger territories would be nice...
    (0)
    I love deadlines. I love the whooshing sound they make as they fly by. (Douglas Adams)

  5. #15
    Player
    Ferth's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    1,329
    Character
    Ferth Fontaine
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    (Sneak)(Can I have it?)
    (2)

  6. #16
    Player
    Ratm3000's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    90
    Character
    Boki Smoki
    World
    Excalibur
    Main Class
    Marauder Lv 50
    They should introduce sneak/invisible spells of some sort like they had in XI. They have so much more to fix...one being re-pops and make more spots for SP parties...as well a lot more...
    (0)

  7. #17
    Player
    Raizen_Reyne's Avatar
    Join Date
    May 2011
    Location
    (Ul'Dah)
    Posts
    53
    Character
    Neige Vargaresa
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    Think I read somewhere that they were not going to have sneak/invis potions, not sure about spells.
    (0)

  8. #18
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    112
    This was actually from my post about the topic entitled "Changes to the Deaggro Range of Mobs"

    Quote Originally Posted by Bayohne View Post
    Spoke with Matsui in response to the topic of reworking monsters aggro range, distance and behavior. He said that we'll be revamping this system along with the upcoming battle-related adjustments and claim system updates.
    (0)
    Last edited by ClashBlades; 08-06-2011 at 06:33 AM.

  9. #19
    Player
    Raizen_Reyne's Avatar
    Join Date
    May 2011
    Location
    (Ul'Dah)
    Posts
    53
    Character
    Neige Vargaresa
    World
    Ragnarok
    Main Class
    Lancer Lv 50
    Quote Originally Posted by ClashBlades View Post
    This was actually from my post about the top entitled "Changes to the Deaggro Range of Mobs"
    Ah great, thanks very much for linking this. Apologies for creating another thread on the matter but it's nice to hear this will be fixed!
    (0)

  10. #20
    Player
    Gennosuke's Avatar
    Join Date
    Mar 2011
    Posts
    287
    Character
    Gennosuke Kouga
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    I agree with this, This is rather annoying, always face this issue, almost seems like an annoying bug too because they're retreat a lil while into the fight, not straight away.
    I hope this does get fixed as per msg above.
    (0)

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